AoeStats
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Arabia

507801272Analyzed
3v3 RM · 11d ago on Sep 19, 2026· 45m 36s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
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1126
+10
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1061
+13
🇺🇸 Saracens · United States
987
+16
🇵🇪 Italians · Peru
1072
-16
🇪🇸 Mongols · Spain
1010
-14
🇪🇨 Georgians · Ecuador
892
-9
Player eAPM Actions Feudal Castle Imperial Opening
53 2,413 10:37 15:55 37:09 ⛏ Fast Castle
47 2,149 11:32 15:42 31:59 ⛏ Fast Castle
37 1,673 9:23 21:59 41:57 ⚔ Scout Rush
26 1,168 10:24 19:07 45:29
25 1,145 10:40 20:25 37:42 ⛏ Fast Castle
12 539 12:44 29:45 —

Resources

Player Food Wood Gold Stone Spent Collected
17,875 10,050 11,520 5,095 44,540 47,124
15,075 14,472 10,255 3,075 42,877 49,140
13,480 14,693 9,595 1,755 39,523 47,113
15,095 12,355 4,745 300 32,495 35,924
8,330 10,667 5,330 2,515 26,842 37,733
6,615 4,430 250 545 11,840 14,334
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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